BBTag/Kanji Tatsumi/Combos

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Combo Notation Guide
7 GG7.png 8 GG8.png 9 GG9.png
4 GG4.png 5 GG5.png 6 GG6.png
1 GG1.png 2 GG2.png 3 GG3.png
Numbers represent direction on a keyboard numpad. For example GG236.png+A.png becomes 236A.
> = cancel into the next attack
, = link the next attack after preceding move's recovery
= After landing.
jc = jump cancel
hjc = high jump cancel
CH = Counter Hit
IAD = Instant Air Dash
(N) = only use the Nth attack of the move (for example, if j.B(2) is written, you only use the first two hits of j.B)
[X] = Hold input X.
]X[ = Release input X.
{???}xN = Repeat ??? N amount of times.



Combo List[edit]

Link to Kanji Combo Doc (from BBTag Discord)

Midscreen[edit]

Solo[edit]
# Combo Position Damage Difficulty Notes
1 (2A) > 4AAA > j.214A~A/B/C Any 4410 (4528) [1] Very Easy 4A Smart Combo extension.
2 4AAA , j.236A , 4AA > 5A > 2C , 2A > 4AAA >j.214A~A/B/C Any 5935 [4] Hard 4A Smart Combo extension.
3 (2A) > 4AA > 5AAA > 2C~A/B/C Any 4560 (4636) [1] Very Easy 4A to 5A combo that drops after 5A at max range.
4 AA 4AA > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Any 6108 [2] Easy Anti-air 4A combo. Used when catching opponents trying to jump out of pressure or throw mix-ups. If opponents are too high, 5A will whiff.
5 AA 4AA > sjc > j.AA > j.B > djc > j.AA > j.214A~A/B/C Any 5255 [2] Easy Anti-air 4A combo. Easier to execute, more consistent, and has higher corner carry than the previously listed versions but deals less damage.
6 CH 4AA > 5BB > 2B > 236B~j.214B~A/B/C Any 6986 [2] Easy Counter hit 4AA combo.
7 5AAA > 2C~A/B/C Any 4736 [1] Very Easy Basic 5A Smart Combo extension. 5AA whiffs at max 5A range.
8 5AAA > 2B > 214B~A/B/C Any 5787 [1] Very Easy Point-blank 5A Smart Combo extension.
9 AA 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Any 7319 [2] Easy Anti-air 5A combo. Both 5AA and 5AAA may whiff if 5A wasn't done close enough to the opponent.
10 CH 5A or CH 5AA > 5BB > 2B > 236B~j.214B~A/B/C Any 6986 [2] Easy Counter hit 5A or 5AA combo.
11 CH 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Any 8199 [2] Easy Counter hit 5AAA combo.
12 CH 5AAA > 236B > 2A > 5AAA > 5BB > 2B > 214B~A/B/C Any 9276 [3] Intermediate Advanced counter hit 5AAA combo that only works at close range that isn't point-blank.
13 CH 5AAA > 236C > 2A > 2C , 2A > 2C , 2A > 2C , 4AAA > j.214A~A/B/C Any 9226 [3] Intermediate Variation of the previous combo that uses EX Cruel Attack, allowing this combo to work regardless of positioning.
14a 5BB > 2B > 236B~j.214B~A/B/C Any 6056 [2] Easy Basic 5B combo.
14b 5[B]([B]) > 2B > 236B~j.214B~A/B/C Any 7559 (8207) [4] Hard Variation of the previous combo which uses a charged 5B and either a charged or uncharged 5BB. If 5B hit at max range, then 2B requires a slight delay.
15a 5BB > 5AAA > 2B > 214B~A/B/C Any 6705 [1] Very Easy Point-blank range 5B combo.
15b [5B]([B]) > (delay) 5AAA > 2B > 214B~A/B/C Any 8289 (8937) [4] Hard Variation of the previous combo which uses a charged 5B and either a charged or uncharged 5BB. If both 5B and 5BB are charged, then 5A requires a slight delay.
16a CH 5B > 236B > 2A > 5AAA > 5BB > 2B > 214B~A/B/C Any 7847 [3] Intermediate 5B punish combo. Whiffs at close range and far range, requiring moderate spacing so that the B Cruel Attack connects properly.
16b CH 5B > 236B > 2A > 5AAA > 5BB > 2C , 4AAA Any 8084 [4] Hard Variation of the previous combo using 2C.
16c CH [5B] or [5B] > 236B > 2A > 5AAA > 5BB > 2B > 214B~A/B/C Any 9651 (9351) [4] Hard Variation of the previous combo which uses a charged 5B, with or without counter hit.
17a CH 5B > 236C > 4AA > 5AAA > 5BB > 2B > 214B~A/B/C Any 7532 [3] Intermediate 5B punish combo. This combo works regardless of positioning.
17b CH [5B] or [5B] > 236C > 4AA > 5AAA > 5BB > 2B > 214B~A/B/C Any 9311 (9071) [4] Hard Variation of the previous combo which uses a charged 5B, with or without counter hit.
18 2B > 214B~A/B/C Any 4084 [1] Very Easy Max range 2B combo.
19 2B > 236B~j.214B~A/B/C Any 4514 [2] Easy Close range 2B combo.
20 CH 2B > 214[B] > IAD j.B > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Any 7170 [3] Intermediate Counter hit 2B combo.
21a CH 2B > 236B > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Any 8128 [3] Intermediate Counter hit 2B combo that works both at max 2B range and point-blank range.
21b CH 2B > 236B > 5AAA > 5BB > 2C , 4AAA > j.214A~A/B/C Any 8266 [4] Hard Variation of the previous combo using 2C.
22 CH 2C , 2A > 4AAA > j.214A~A/B/C Any 5360 [1] Very Easy Basic counter hit sweep combo.
23 CH 2C , 4AA > 5AAA > 5BB > 2B > 214B~A/B/C Any 6280 [2] Easy Point-blank range counter hit sweep combo.
24 CH 2C , 2A > 2C , 2A > 2C , 2A > 2C , 2A > 4AAA > j.214A~A/B/C Any 6726 [3] Intermediate Counter hit sweep combo using Kanji's sweep loop.
25 j.A > 2A > 4AAA > j.214A~A/B/C Any 4419 [1] Very Easy Jump-in j.A combo.
26a j.B > 5AAA > 2C~A/B/C Any 4715 [1] Very Easy Jump-in j.B combo.
26b j.B > 4AAA, j.236A , 4AA > 2C , 4AAA > j.214A~A/B/C Any 5538 [4] Hard Variation on the previous combo that only works at close range.
27 CH j.A or CH j.B > 5BB > 5AAA > 2B > 236B~j.214B~A/B/C Any 5917 (6403) [2] Easy Counter hit jump-in j.A or j.B combo.
28 CH j.B > j.236B > 2A > 2C > 2A > 2C > 2A > 2C > 4AAA > j.214A~A/B/C Any 6989 [3] Intermediate Counter hit jump-in j.B combo. B Cruel Attack may whiff if the opponent is too far or too close.
29 CH j.C > j.236B > 2A > 2C > 2A > 2C > 2A > 4AAA > j.214A~A/B/C Any 7445 [3] Intermediate Counter hit jump-in j.C combo. Jump and as soon as Kanji lands from the j.C to do the air version of B Cruel Attack, which has more range and thus consistency compared to the ground version.
30a CH 236A > 4AAA > j.214A~A/B/C Any 5064 [1] Very Easy Counter hit A Cruel Attack combo.
30b CH 236A > 4AAA , j.236A , 4AAA > j.214A~A/B/C Any 5892 [3] Intermediate Variation of the previous combo using delayed air A Cruel Attack.
31 j.236A > 4A > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Any 6125 [3] Intermediate Air A Cruel Attack combo. Only works against airborne opponents and only if Kanji hit them from a lower elevation.
32a 236B > 2A > 5AAA > 5BB > 2B > 214B~A/B/C Any 6821 [2] Easy B Cruel Attack combo.
32b 236B > 2A > 5AAA > 5BB > 2C , 4AAA > j.214!~a/B/C Any 7072 [3] Intermediate Variation of the previous combo using 2C.
33 j.236B > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Any 7084 [3] Intermediate Air B Cruel Attack combo. Only works against airborne opponents and only if Kanji hit them from a lower elevation.
34 (j)236C > 2A > 2C > 2A > 2C > 2A > 2C > 2A > 4AAA > j.214A~A/B/C Any 6947 [3] Intermediate EX Cruel Attack combo.
35 AA CH A+D > 4A > 5AAA > 5BB > 2B > 214B~A/B/C Any 5245 [4] Hard Anti-air counter hit What a Pain. Must connect against an opponent with the last active frame against an opponent who is as high up as possible.
36 AA CH A+D > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Any 5787 [3] Intermediate Anti-air What a Pain when the counter attack is triggered near the end of the active frames.
37a B+C > 236B > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Any 6087 [2] Easy Throw combo utilizing B Cruel Attack. Only works while you have your back to the corner.
37b B+C > 236B > 2A > 5AAA > 5BB > 2C , 4AAA > j.214A~A/B/C Any 6112 [3] Intermediate Variation of the previous combo using 2C.
38 B+C > 214[B] , 2A , Resonance activation , 5BB > 2C , 4AAA > j.214A~ABC >222BC Any 35674 [4] Hard Astral combo without having to be in Resonance beforehand. Requires 3 meters starting from the first grab.
With Assists[edit]
  • Exact damage and the assist needed for proper extension varies depending on partner choice.
# Combo Position Damage Difficulty Notes
1A (2A) > 4AAA(A or j.236A) > [Call Assist] > dash 5AAA > 5BB > 214B~A/B/C Any 6718 (6216) [2] Easy 4A Smart Combo extension via an assist. Replace air Primal Force with air A Cruel Attack to make the combo more consistent at the cost of damage.
1B (2A) > 4AAA(A or j.236A) > [Call Assist] > dash 5BB > 5AAAAA Any 8259 (7718) [2] Easy Variant of the previous combo that ends with a Cross Raid.
2A (2A) > 5AAAA > [Call Assist] > IAD j.B > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Any 8472 (7397) [2] Easy 5A Smart Combo extension via an assist.
2B (2A) > 5AAAA > [Call Assist] > IAD j.B > 5BB > 5AAAAA Any 9813 (8767) [3] Intermediate Variant of the previous combo that ends with a Cross Raid.
3A CH 5A or CH 5AA > 5BB > 236A > [Call Assist] > IAD j.B > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Any 9457 [2] Easy Counter hit 5A or 5AA combo extension via an assist.
3B CH 5A or CH 5AA > 5BB > 236A > [Call Assist] > IAD j.B > 5BB > 5AAAAA Any 10786 [3] Intermediate Variant of the previous combo that ends with a Cross Raid.
4A CH 5AAA > 5BB > 236A > [Call Assist] > IAD j.B > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Any 10984 [2] Easy Counter hit 5AAA combo extension via an assist.
4B CH 5AAA > 5BB > 236A > [Call Assist] > IAD j.B > 5BB > 5AAAAA Any 12293 [3] Intermediate Variant of the previous combo that ends with a Cross Raid.
5A 5BB > 5AAAA > [Call Assist] > dash 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Any 8381 [2] Easy 5B Smart Combo extension via an assist.
5B 5BB > 5AAAA > [Call Assist] > IAD j.B > 5BB > 5AAAAA Any 9841 [3] Intermediate Variant of the previous combo that ends with a Cross Raid.
6A [5B]([B]) > 5AAAA > [Call Assist] > dash 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Any 10172 (10820) [4] Hard Charged 5B Smart Combo extension via an assist.
6B [5B]([B]) > 5AAAA > [Call Assist] > dash 5BB > 5AAAAA Any 11632 (12280) [4] Hard Variant of the previous combo that ends with a Cross Raid.
7A CH 2B > 236B > 5AAAA > [Call Assist] > dash 5AAA > 5BB > 214B~A/B/C Any 8642 [2] Easy Counter hit 2B combo extended with an assist.
7B CH 2B > 236B > 5AAAA > [Call Assist] > IAD j.B > 5BB > 5AAAAA Any 10273 [3] Intermediate Variant of the previous combo that ends with a Cross Raid.
8 [Call Assist] > 2C > IAD j.B > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Any 7435 [2] Easy 2C combo extended with a preemptive assist call.
9 [Call Assist] > 2C > IAD j.B > 5BB > 5AAAA > [Call Assist] > 5BB > 214B~A/B/C Any 8425 [3] Intermediate Variant of the previous combo that uses a second assist thanks to the fact that the first was called preemptively.
10A j.A or j.B > 5AAAA > [Call Assist] > IAD j.B > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Any 6747 (7269) [2] Easy j.A or j.B combo extended with an assist.
10B j.A or j.B > 5AAAA > [Call Assist] > IAD j.B > 5BB > 5AAAAA Any 8123 (8645) [3] Intermediate Variant of the previous combo that ends with a Cross Raid.
11A CH j.B > 5BB > 5AAAA > [Call Assist] > IAD j.B > 5BB > 2B > 236B~j.214B~A/B/C Any 8372 [3] Intermediate Counter hit j.B combo extended with an assist.
11B CH j.B > 5BB > 5AAAA > [Call Assist] > IAD j.B > 5BB > 5AAAAA Any 9834 [3] Intermediate Variant of the previous combo that ends with a Cross Raid.
12 j.C > [Call Assist] > IAD j.B > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Any 7408 [2] Easy j.C combo extended with an assist. Also works with preemptive assist calls depending on partner choice.
13A CH j.C > dash 5BB > 5AAAA > [Call Assist] > 5BB > 2B > 214B~A/B/C Any 8920 [2] Easy Counter hit j.C combo extended with an assist.
13B CH j.C > dash 5BB > 5AAAA > [Call Assist] > 5BB > 5AAAAA Any 10470 [2] Easy Variant of the previous combo that ends with a Cross Raid.
14 [Call Assist] > 236A > IAD j.B > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Any 7110 [2] Easy A Cruel Attack combo extended with a preemptive assist call.
15A CH 236A > 4A > 5AAAA > [Call Assist] > dash 5AAA > 5BB > 214B~A/B/C Any 6772 [2] Easy Counter hit A Cruel Attack combo extended with a preemptive assist call.
15B CH 236A > 4A > 5AAAA > [Call Assist] > IAD j.B > 5BB > 5AAAAA Any 8329 [3] Intermediate Variant of the previous combo that ends with a Cross Raid.
16 236B > 2A > 5AAAA > [Call Assist] > dash 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Any 7529 [2] Easy B Cruel Attack combo extended with an assist.
17 214(A or C)~A/B/C > [Assist Call] > dash 5AAA > 5BB > 214B~A/B/C Any 6304 (6704) [2] Easy This'll Hurt! combo extended with an assist.
18A 214B > [Assist Call] > IAD j.B > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Any 5388 [2] Easy Gotcha! combo extended with an assist.
18B 214B > [Assist Call] > IAD j.B > 5BB > 5AAAAA Any 6757 [3] Intermediate Variant of the previous combo that ends with a Cross Raid.
19A 214[B] > 5AAAA > [Assist Call] > 5AAA > 5BB > 214B~A/B/C Any 5841 [2] Easy Charged Gotcha! combo extended with an assist.
19B 214[B] > 5AAAA > [Assist Call] > IAD j.B > 5BB > 5AAAAA Any 7382 [3] Intermediate Variant of the previous combo that ends with a Cross Raid.
20A j.214(A or B)~A/B/C > [Assist Call] > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Any 5633 (6593) [2] Easy Bet Ya Can't Take This! combo extended with an assist.
20B j.214A~A/B/C > [Assist Call] > IAD j.B > 5BB > 5AAAAA Any 7095 (8055) [3] Intermediate Variant of the previous combo that ends with a Cross Raid.
21A j.214C~A/B/C > [Assist Call] > IAD j.B > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Any 7091 [3] Intermediate EX Bet Ya Can't Take This! combo extended with an assist.
21B j.214C~A/B/C > [Assist Call] > IAD j.B > 5BB > 5AAAAA Any 8455 [3] Intermediate Variant of the previous combo that ends with a Cross Raid.
22 [Assist Call] > A+D > dash 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Any 5692 [2] Easy What a Pain! combo extended with a preemptive assist call.
23 214B+C > dash 2C~A/B/C > [Assist Call] > 214[B] Any 8157 [3] Intermediate Burn to a Crisp! combo extended with an assist. Can add Ass Whoopin', Tatsumi-Style for more damage.

Corner[edit]

Solo[edit]
# Combo Position Damage Difficulty Notes
1 (2A) > 4AAA > j.236B > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Corner 6769 (6234) [2] Easy 4A Smart Combo.
2 AA 4AAAA or AA 5AAAA > 4AAA > j.236B > 5AAA > 5BB > 2B > 214B~A/B/C Corner 8236 [4] Hard Anti-air Primal Rage combo. Only possible by hitting an assist with a 4A or 5A Smart Combo and have the opponent's point character jump in part way.
3 CH AA 4AAAA or CH AA 5AAAA > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Corner 8960 [4] Hard Counter hit anti-air Primal Rage combo. Only possible by hitting an assist with a 4A or 5A Smart Combo and have the opponent's point character jump in part way.
4 5[B]([B]) > 4AAA > j.236B > 2A > 4AAA > j.214B~A/B/C Corner 9174 [4] Hard Charged 5BB corner combo. Both hits must be charged for the 4A link to work.
5 CH 2C , 2A > 2C , 2A > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Corner 7156 [3] Intermediate Counter hit 2C combo.
6 j.A or j.B > 4AAA > j.236B > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Corner 5714 (6179) [2] Easy j.A or j.B jump-in combo.
7a CH 236A > 4AAA > j.236B > 5AAA > 5BB > 214B~A/B/C Corner 6511 [2] Easy Counter hit A Cruel Attack combo.
7b CH 236A > 4AAA > j.236B > 5AAA > 5B > 2B > 236B~j.214B~A/B/C Corner 6531 [2] Easy Variation of the previous combo.
8 (j)236B or (j)236C > 2A > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Corner 6945 (7253) [2] Easy B or EX Cruel Attack combo.
9 214A or 214C > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Corner 6605 (7005) [2] Easy This'll Hurt! converted into a combo.
10 214B+C > IAD j.B > 2C~A/B/C Corner 7338 [3] Intermediate Burn to a Crisp! corner combo.
With Assists[edit]
  • Exact damage and the assist needed for proper extension varies depending on partner choice.
# Combo Position Damage Difficulty Notes
1 AA 4AAAA or AA 5AAAA > 4A > 5AAAA > [Call Assist] > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Corner 8572 [4] Hard Anti-air Primal Rage combo. Only possible by hitting an assist with a 4A or 5A Smart Combo and have the opponent's point character jump in part way.
2 CH AA 4AAAA or CH AA 5AAAA > 5AAAA > [Call Assist] > 5AAA > 5BB > 2B > 236B~j.214B~A/B/C Corner 9897 [4] Hard Counter hit anti-air Primal Rage combo. Only possible by hitting an assist with a 4A or 5A Smart Combo and have the opponent's point character jump in part way.
3 CH 2C > 2A > 5AAAA > [Call Assist] > 5AAAA > 5BB > 2B > 214B~A/B/C Corner 7698 [2] Easy Counter hit sweep combo extended with an assist.
4 214(A or C) > 5AAAA > [Call Assist] > 5BB > 214B~A/B/C Corner 6850 (7250) [2] Easy This'll Hurt! combo extended with an assist.

Combo Theory[edit]


Video Examples[edit]

Kanji Combos


External Documents and References[edit]


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